Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level. Users can unintentionally lose property settings on placed actors in a worl ...
It seems as though the component is in scope for more than one connection, despite its owner only being relevant to one. Enabling Net.Iris.Filtering.ValidateNobSubObjectInScopeWithFilteredOutRootObj ...
Shader Template files like MaterialTemplate.ush do not submit previous chunks when encountering a `%` character, unless that `%` character is `%s` or `% {...} `. Because the error is happening ...
An access violation occurs in FNiagaraSkeletalMeshRegionBoneFilterDetails::HandleBoneNameComboBoxSelectionChanged() due to StringItem is nullptr. SkeletalMeshRegionCustomization.cpp void FNiagaraS ...
The OnlyTickMontagesAndRefreshBonesWhenPlayingMontages setting added in 5.4 is broken. It only works because it unintentionally forces a second call to UAnimInstance::UpdateAnimation (via RefreshBo ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...
Running with `r.AsyncPipelineCompile=0` causes the issue not to happen. It fails to open about 4 times out of 5. No such problem in development build., it always succeeds. We noticed that if we de ...
Implementing an EventHit node in a Geometry Collection Actor and printing the Names of the returned values, it wrongly returns the reference to this Actor (self) on the Other actor object reference, ...
Planar Reflections lag behind VR headset movement [Link Removed] Reporting that reflection captures lag because they happen before late update is applied. Includes an experimental patch that fi ...